HeroClix Top 13 Abilities. When it comes to building a tournament team. Marvel and DC both offer cheap figures with this ability. Outwit can ruin this at times, but luckily enough for the figures who have this — they also have stealth as well.
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TS auditor guide Technical Product Guid BHO Semester 2 Any game elements indicated with the? Items labeled with a? Any page references refer to the HeroClix Core Rulebook. This team ability can be used during Support. The choice of opposing team ability or character is made for the entire team.
Designating a single character for this team ability grants the bonus only against that single character, even if more than one of that character is in play. Free Moves When a character with this team ability is given a move action, that action does not get subtracted from the players action pool for that turn. The acting character is still assigned a token and would be dealt pushing damage as normal, if this is not their first token.
This team ability does not alter what kinds of actions can be assigned to the character. It is not a free action, it is an action which is free from the perspective of your action pool the number of actions you can assign on a turn. If a character with this team ability is given a move action that requires break away, it may still use this ability.
On a failed break away roll, it would still get a token and the action will not come from the action pool. This damage is not an attack. If doubles are rolled for a no damage attack such as Mind Control , a token would still be given to the target s. If a character using this team ability rolls doubles while using Incapacitate, then the target character will get 2 tokens if they currently have 0.
If a character using this team ability rolls doubles while using Quake, the target characters would not be knocked back, but would receive a token instead. If a character with this team ability rolls doubles while using Energy Explosion, hit targeted characters would receive a token while untargeted hit characters would be knocked back normally.
If a target character would normally ignore knock back, they would still receive a token as a result of this team ability. The attack roll does not need to be successful in order to generate knock back. If a Crusade team member's Energy Explosion attack is unsuccessful against a target, but doubles are rolled, then the Crusade ability will generate knock back only for the missed target. This team ability only applies when a character goes from not being adjacent to a Hypertime character to becoming adjacent to a Hypertime character.
If one is adjacent to a Hypertime character at the beginning of an action, for example, and rolls successfully for break away, then a Hypertime roll would not be necessary if the character moves and maintains adjacency to that Hypertime character. When attempting to move into adjacency with two or more opposing characters using this team ability, one roll is made.
The character attempting to move into adjacency is the character which makes the roll. Multiple S. These bonuses are always subject to the Rule of Three. The S. Willpower or other effects that allow a character to ignore pushing damage would not apply to the unavoidable damage this team ability generates. The second action a character with this team ability takes is normal pushing damage, for which Willpower and other similar effects would work fine.
If a Mystics character somehow deals damages to itself in an attack, it will still activate and damage itself. This choice is made on a character by character basis, and may be different from other members of the team. Once the choice is made, the wild card may not change that selection even if they use a different team ability.
Exploit Weakness, for example, does not counter damage reducing powers, but ignores them, so it would still work against a character with this team ability. With the start of the next action, that team ability is not able to be used. When using another team ability, a wild card team member is considered part of that team for team ability purposes; for everything else, it is a member of the team printed on its base.
The rule regarding using only one team ability per action refers only to the usage of the wild card team ability. If a character is a wild card and also is a member of another team, it can essentially use 2 team abilities as it can use its natural team ability as well as its wild card team ability. If a character is a wild card in addition to another team ability, being a wild card does not affect their ability to use that other team ability in any way.
The printed version must not be functionally different from a legal WizKids-released version of the element. Additional Team Abilities must be used and costed for all qualified team members on your force. Unless an Additional Team Ability says otherwise, the team ability it grants is in addition to any other team ability the character can currently use. Additional Team Abilities printed on character cards must still be assigned to characters for their separate point cost.
Reduce the minimum range value by the same amount, but no lower than 1. Game Text At any time during the game, you may declare an opposing team ability or character as your target.
Once the character or team ability is chosen, it may not be changed. All characters using the AD team ability increase their attack value by 1 when attacking the chosen character or a character possessing the chosen team ability. When a character using the Arachnos team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage. Characters with this team ability can use Stealth. When a close combat attack by an opposing character misses this character and the attack roll is doubles, you may place an action token on this character and deal the attacker 1 damage.
When you give a character using the Avengers team ability a move action, it does not count toward your available actions for the turn. Characters using the Avengers Initiative team ability treat hindering terrain as clear terrain for movement and line of fire purposes. DC Batman Enemy Characters using the Batman Enemy team ability may replace their attack value with the unmodified attack value of an adjacent friendly character using the Batman Enemy team ability.
Covenant Empire? When you give a character using the Brotherhood of Mutants team ability a move action, it does not count toward your available actions for the turn. Characters using the B. Characters using the Calculator team ability are wild cards. When this character makes a ranged combat attack, after actions resolve it may move up to 3 squares as a free action if they end the move occupying hindering terrain or adjacent to blocking terrain or a wall. When a character using this team ability is given a move action, it can use the Carry ability, but only to carry characters using this team ability.
It can carry up to two characters if both also have a lower point value. Characters using the Crime Syndicate team ability may use Probability Control. When a roll is ignored because of this team ability an action token must be placed on a friendly character on the battlefield or the roll is not ignored. When a character using the CrossGen team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage.
This character can use Shape Change, but only succeeds on a roll of 6. Using Shape Change in this way does not prevent the character from using Shape Change through another game effect.
Indy Crusade? Indy Danger Girl? Once per game per character, when this character occupies your starting area, you may give another character with the Federation keyword a power action and place this character within 12 squares of its current square. Once during each of your turns, you may give a character that can use this team ability a power action to use Perplex, but only to target a character with the Federation keyword.
This Perplex may be used in addition to other uses of Perplex by this character. Characters using the Freedom Phalanx team ability are wild cards. When using the Carry ability, characters using the Green Lantern Corps team ability may carry up to 8 friendly characters. When a character uses this team ability rolls doubles on the dice on a successful attack roll, the target is not knocked back.
The attack deals damage normally. If the target has zero or one action token after the attack has been resolved, give the target an action token. Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Hypertime team ability, it must roll a d6. Characters using this team ability ignore it on opposing characters.
Whenever a character using the Injustice League team ability attacks an opposing character that was attacked by another character using the Injustice League team ability this turn, the action does not count toward your available actions for the turn. When you give a character using the Justice League team ability a move action, it does not count toward your available actions for the turn. Characters using the Justice Society team ability may replace their defense value with the unmodified defense value of an adjacent friendly character using the Justice Society team ability.
A character using the Kabuki team ability may use Stealth. When a character using the Kaiju team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage.
Star Trek Tactics Dominion? Federation Away Team? Federation Support Team? Freedom Phalanx? Green Lantern Corps Guardians of the Globe? Legion of Super Heroes Locust Horde? Characters using the Legion of Super Heroes team ability are wild cards. When it does, after actions resolve you may knock back one adjacent opposing character 1 square. When a character using the Masters of Evil team ability has two action tokens on it, it can still be given a non-free action. If you do, deal it one unavoidable damage after the action resolves.
At the end of your turn, do not remove action tokens from a character that used this team ability this turn. Characters using the Minions of Doom team ability are wild cards. See the Additional Team Ability section. When a character using the Mystics team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage.
Give a character using the Outsiders team ability a free action to choose a character including itself within 10 squares and line of fire.
Heroclix Guide: Abilities and Beginner Info
HeroClix is a collectible miniatures game that uses the Clix system that centers on the world of superhero comic books , especially the Marvel and DC Comics universes. The game was originally designed and produced by WizKids , but was discontinued in November when WizKids owner Topps shut down their HeroClix line. The HeroClix game utilizes the "combat dial system" originally created for the Mage Knight game. The Combat Dial keeps track of a figure's game statistics via a rotating dial in the base. As the figure suffers damage, the dial is turned required number of "clicks" to reveal new stats and possibly special abilities. HeroClix was designed to appeal to comic book fans and players of wargames and subsequently also became collector items due to the quality of detail in the HeroClix figures.
Powers and Abilities
The purpose of this page is to document some commonly confusing rulings for Heroclix players at our tournaments. These particular issues have come up in the past, and have been thoroughly researched. These rulings are based on the text of the Rulebook, the latest powers and abilities card, and the corrected wording of certain pieces and team abilities in the latest Player's Guide. Only the actual wording published by Wizkids is applied. Please note that as Wizkids makes updates to the rulebook, PAC, or Player's Guide, we will make every effort to update these rulings if they are so affected. Rolling a '12' will simply ensure that the attack succeeds; you will not inflict any damage. Likewise, rolling a '2' will simply guarantee that it is a miss, and you will not take a point of "critical miss" damage.
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